[Sat] 12 Aug 2017 (You are stabilized)

How we died recently (please see the historical archives for deaths in earlier times)
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boberro
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[Sat] 12 Aug 2017 (You are stabilized)

Post by boberro » Sat Aug 12, 2017 11:18 pm

Missions:
  • Arudy Adversarial
  • Navarone I
  • Hostage I (adversarial)
  • Medivac
  • Freedom!
I'm going to steal Halop's screenshot because it looks cool:
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This session was quite explosive experimental. We have tried adversarial with AI enemies, Co-Op mission turned adversarial, cool vehicle tricks and alternative medical system. Let's never talk about the latter ever again. (actually, let's talk about it, thank you for looking for upgrades, Commander Teizen). Oh, and Altis finally worked!

Thank you for coming. Please post any cool pics of commanders smoking cigarettes and/or videos of vehicles doing front flips, and tell us what you liked or hated about this session and missions played. Or what do you think about "free teamkills with pistol equipped" policy.
Delete this marker please. You're scaring the tank.

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Teizan
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Re: [Sat] 12 Aug 2017 (You are stabilized)

Post by Teizan » Sat Aug 12, 2017 11:22 pm

My Medical System thoughts:
  • Medevac must be accessable at all times (unlike the mission), combined with non-instant death, or
  • Medevac is turned off but instant death is enabled, similar to current gameplay.
Drag/Carry/Load into Vehicle worked well, and if the second option is used it's basically a straight upgrade to the usual medical, and other issues (talking, etc) are fixable by settings, aside from Boberro's weird admin issues. Mostly happy with that.

(insert picture of broken neck)
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Now if only we had Bloodlust installed.

EDIT: fk_c18_medivac__v5 updated, Medical vehicle makes revives possible from the start and throughout the game + the mid-mission medical drop we didn't get to see is still there in case it explodes.

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Kefirz
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Re: [Sat] 12 Aug 2017 (You are stabilized)

Post by Kefirz » Sun Aug 13, 2017 9:18 am

Arudy Adversarial, didn't really like that there were AI in the town. What happened was that one team went to clear the town and take causalities from the AI and enemy LMG fire from the hill, while the other team was just sitting on the hill. Next time we will play it in this state both teams will sit outside the town and do nothing, drawing out the mission and wasting time. I would say remove the AI and put a some kind of an objective in the town (hold the church for X minutes or steal a vehicle), to increase the pace of the mission.

Medivac, The wounding module is nice, but dependency on the M113 has to go, it quickly becomes logistics clusterfuck simulator. And with insta-death off, people get a bit careless, it's like you have infinite lives... as long as you have a buddy with you.
And yeah, the surprise minefield, what a bitter way to end the mission early.

Some pictures from that Voodoo mission.

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Halop
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Re: [Sat] 12 Aug 2017 (You are stabilized)

Post by Halop » Sun Aug 13, 2017 11:01 am

I like how the above screenshots are a typical contruction yard - 1 person working and 5 are just watching.
Okay onto the AAR

Arudy Adversarial: Commander of BLUFOR
Disclaimer
I actually had no idea we were supposed to kill AI's. I saw the briefing for a few seconds before we kicked it and looked at the tasks and it said "seize Arudy"

AAR
So we started SW on the road in a truck, I saw that the village was really close so going on foot was the most optimal way to attack. Spotted good valley/ditch terrain that wrapped into the village from the north. As soon as we started clearing houses we came into contact with the enemy, and I was really weirded out by how easy it was to kill them. After clearing a few houses onto the center of town we came under heavy and accurate machine-gun fire from the hills to the NW.

I tried to return fire and get some fire superiority but the real enemy was too far away. At that point in the mission we were still all up, but the MG burst killed 3 people instantly including me.

After that exchange everyone was dead except for two people. OPFOR moved in, sweeped the area - found our remaining guys and took the victory.

Mission commentary
I know it's my bad I didn't read the briefing properly but I agree with a few points raised earlier - there must be some kind of incentive for both parties to attack the village. As it stands one side can just wait it out and let attrition do it's work.

My suggestion is some kind of object or VIP that needs to be retrieved or held for some time. We had a arps/folk adv. symmetrical mission where as soon as one side entered an objective building a timer started and after successfully defending that side won the match. Maybe something along the same line here?

Navarone I: Alpha 1 FTL
AAR
The setup was like a WW2 paratrooper scenario - we had to clear an area that consisted mostly of farmsteads and mostly flat terrain during the early morning hours. It was really dark the first 30 minutes, but as FTL I had access to a NVG-equipped rangefinder.
Commander Costno gave the fireteams mostly seperate objectives but still being close enough to each other to mutually support the advances.

There were some strange things happening with the respawns and dead parachutes, so I had trouble keeping up what people I had available in my fireteam. I'm pretty sure I ordered around the ghost of Bormanov for a good 15 minutes .

But still - bounding overwatch with the sister fireteam and internally did it's job and we were really never pinned down.

Mission commentary
Great terrain, it's a wide area to sweep and felt very WW2/Normandy. My suggestion would be to maybe consider adding some enemy vehicles (2-3) patrolling the roads to spice things up, nothing that small arms cannot handle though. It would add a bigger factor of stealth to the mission.

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Hostage I (adversarial): Bandit AR
AAR
My commander's intent was for the players to hold firm and hide and wait for the enemy to get inside the village. As soon as they engaged the AI we would have sprung out of our houses and opened fire.

Now it didn't go exactly according to plan - we did spot the players approaching the village. One of our guys was spotted and got taken out immediately. The CO wasn't too happy about that but we still held firm.

Now onto my position - I was sitting in a house and I had a very narrow view towards the east where the enemy was advancing from. I held my fire but I had a shot on like 3-4 players. I couldn't resist and let loose single fire and short bursts at them. Now I assumed the enemy would immediately find my position and suppress me - but it never happened. I later learned from harakka (one of the players I killed) that they could not spot my tracers so surprisingly my position stayed hidden.

I held the same angle for the rest of the mission until we killed them all.

Mission commentary
In these situations where there are players and AI on the same side, and none on the other side I feel like the attackers need to have some kind of advantage in either equipment or numbers. My suggestion is to either give the attacking team a tripod dshkm or maybe an APC - because the element of disguise is too strong. It was a massacre.

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Medivac: Bad Egg AR / Humvee barrel roller
AAR
We had a convoy of 2 vehicles - a sexy m113 up front, and a humvee behind. Now I don't know much about inertia but you would think an m113 driving at full speed cannot come to a full stop in like 2 meters. But it did, and I learned that the humvee's brakes are made out of butter. I drove full speed into the m113's back - the car flew UP and into the left- did a few flips and landed on it's wheels in a courtyard.
For some reason I was the only person who was not incapped from the whole accident.

Egg transfered the command of the fireteam to me and we were a whopping 2 men strong fireteam. I followed our CO Zitrons intent of storming the objective as soon as possible to get our medivac system working (more on that later). Since my FTL was sitting motionless in the m113 the marker was not updating and when I informed my CO of our current position (at that point the base of the tower) he was very surprised and ordered a full charge to the objective.

Me and my buddy crested the tower hill and became Most Effective Unit(tm) when we killed 2 statics, and countless infantry. Alas I was shot in the process and I had to join the rest of the fireteam in the meatwagon awating our fate.
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I was extremely confused about what was happening while I was in the m113, and then the mission just ended so IDK.

Mission commentary
Ditch the "we must take the hill to heal our wounded" system. If we have a medivac m113 it should be fully functional to get a soldier into the fight again. It's a risk to bring this tin can to the front because of the AT threat so it might be an actually fun role - like a cavalry medic. I don't know about the part that we cannot die, we should keep the old death system - just upgrade the m113 to act like a medic. my .50$

Also, unmarked minefields is a threat for first time only. Any replay of the mission and the surprise is gone, it should be an area denial tool not a "surprise you are dead" tool.

Overall the assault was interesting and the terrain pretty great, I feel like we don't use the "3IFB" gear enough.


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Alright that's it for me, I might embed some screenshots but after the last mission I called it a night. Great times, and good numbers!
Last edited by Halop on Sun Aug 13, 2017 11:29 am, edited 2 times in total.

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boberro
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Re: [Sat] 12 Aug 2017 (You are stabilized)

Post by boberro » Sun Aug 13, 2017 11:06 am

If arudy adversarial gets any objective in town, removing AI is not required. At the same time it's redundant to add objectives if AI is taken away.

But regarding medical system - Commander Teizen, please, do not add it into any other missions for the time being. We'll need to research it more. Dragging the wounded is good, but it's not a feature we want to risk broken sessions for.
Delete this marker please. You're scaring the tank.

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Teizan
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Re: [Sat] 12 Aug 2017 (You are stabilized)

Post by Teizan » Mon Aug 14, 2017 1:01 am

I know it's my bad I didn't read the briefing properly but I agree with a few points raised earlier - there must be some kind of incentive for both parties to attack the village. As it stands one side can just wait it out and let attrition do it's work.

My suggestion is some kind of object or VIP that needs to be retrieved or held for some time. We had a arps/folk adv. symmetrical mission where as soon as one side entered an objective building a timer started and after successfully defending that side won the match. Maybe something along the same line here?
I've been looking at increasing pace for Arudy Adverisal, and figured that just adding a single town-wide Sector Control point would force moving into the urban environment - People will still be able to go outside and shoot in, but if all of a team inside the point falls then game over occurs regardless. Edit: Posted this update.

I also agree Medivac was bad. I've already fixed and updated that to make revive possible from the beginning to avoid said logistical clusterfuck, with a separate M113 (allowing the M2/Transport '113 to charge ahead gloriously and Medic113 to do whatever), but otherwise I'm leaving it alone to keep it a unique mission. The minefield may or may not have been moved elsewhere.

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